/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "CombatAI.h"
#include "SpellMgr.h"
#include "Vehicle.h"

int AggressorAI::Permissible(const Creature *creature)
{
    // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
    if (!creature->isCivilian() && !creature->IsNeutralToAll())
        return PERMIT_BASE_PROACTIVE;

    return PERMIT_BASE_NO;
}

void AggressorAI::UpdateAI(const uint32 /*diff*/)
{
    if (!UpdateVictim())
        return;

    DoMeleeAttackIfReady();
}

// some day we will delete these useless things
int CombatAI::Permissible(const Creature * /*creature*/)
{
    return PERMIT_BASE_NO;
}

int ArchorAI::Permissible(const Creature * /*creature*/)
{
    return PERMIT_BASE_NO;
}

int TurretAI::Permissible(const Creature * /*creature*/)
{
    return PERMIT_BASE_NO;
}

int AOEAI::Permissible(const Creature * /*creature*/)
{
    return PERMIT_BASE_NO;
}

int VehicleAI::Permissible(const Creature * /*creature*/)
{
    return PERMIT_BASE_NO;
}

void CombatAI::InitializeAI()
{
    for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
        if (me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
            spells.push_back(me->m_spells[i]);

    CreatureAI::InitializeAI();
}

void CombatAI::Reset()
{
    events.Reset();
}

void CombatAI::JustDied(Unit *killer)
{
    for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
        if (AISpellInfo[*i].condition == AICOND_DIE)
            me->CastSpell(killer, *i, true);
}

void CombatAI::EnterCombat(Unit *who)
{
    for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
    {
        if (AISpellInfo[*i].condition == AICOND_AGGRO)
            me->CastSpell(who, *i, false);
        else if (AISpellInfo[*i].condition == AICOND_COMBAT)
            events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
    }
}

void CombatAI::UpdateAI(const uint32 diff)
{
    if (!UpdateVictim())
        return;

    events.Update(diff);

    if (me->hasUnitState(UNIT_STAT_CASTING))
        return;

    if (uint32 spellId = events.ExecuteEvent())
    {
        DoCast(spellId);
        events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
    }
    else
        DoMeleeAttackIfReady();
}

/////////////////
//CasterAI
/////////////////

void CasterAI::InitializeAI()
{
    CombatAI::InitializeAI();

    float m_attackDist = 30.0f;
    for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
        if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
            m_attackDist = GetAISpellInfo(*itr)->maxRange;
    if (m_attackDist == 30.0f)
        m_attackDist = MELEE_RANGE;
}

void CasterAI::EnterCombat(Unit *who)
{
    if (spells.empty())
        return;

    uint32 spell = rand()%spells.size();
    uint32 count = 0;
    for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
    {
        if (AISpellInfo[*itr].condition == AICOND_AGGRO)
            me->CastSpell(who, *itr, false);
        else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
        {
            uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
            if (count == spell)
            {
                DoCast(spells[spell]);
                cooldown += me->GetCurrentSpellCastTime(*itr);
            }
            events.ScheduleEvent(*itr, cooldown);
        }
    }
}

void CasterAI::UpdateAI(const uint32 diff)
{
    if (!UpdateVictim())
        return;

    events.Update(diff);

    if (me->hasUnitState(UNIT_STAT_CASTING))
        return;

    if (uint32 spellId = events.ExecuteEvent())
    {
        DoCast(spellId);
        uint32 casttime = me->GetCurrentSpellCastTime(spellId);
        events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
    }
}

//////////////
//ArchorAI
//////////////

ArchorAI::ArchorAI(Creature *c) : CreatureAI(c)
{
    if (!me->m_spells[0])
        sLog.outError("ArchorAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());

    m_minRange = GetSpellMinRange(me->m_spells[0], false);
    if (!m_minRange)
        m_minRange = MELEE_RANGE;
    me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
    me->m_SightDistance = me->m_CombatDistance;
}

void ArchorAI::AttackStart(Unit *who)
{
    if (!who)
        return;

    if (me->IsWithinCombatRange(who, m_minRange))
    {
        if (me->Attack(who, true) && !who->IsFlying())
            me->GetMotionMaster()->MoveChase(who);
    }
    else
    {
        if (me->Attack(who, false) && !who->IsFlying())
            me->GetMotionMaster()->MoveChase(who, me->m_CombatDistance);
    }

    if (who->IsFlying())
        me->GetMotionMaster()->MoveIdle();
}

void ArchorAI::UpdateAI(const uint32 /*diff*/)
{
    if (!UpdateVictim())
        return;

    if (!me->IsWithinCombatRange(me->getVictim(), m_minRange))
        DoSpellAttackIfReady(me->m_spells[0]);
    else
        DoMeleeAttackIfReady();
}

//////////////
//TurretAI
//////////////

TurretAI::TurretAI(Creature *c) : CreatureAI(c)
{
    if (!me->m_spells[0])
        sLog.outError("TurretAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());

    m_minRange = GetSpellMinRange(me->m_spells[0], false);
    me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
    me->m_SightDistance = me->m_CombatDistance;
}

bool TurretAI::CanAIAttack(const Unit * /*who*/) const
{
    // TODO: use one function to replace it
    if (!me->IsWithinCombatRange(me->getVictim(), me->m_CombatDistance)
        || (m_minRange && me->IsWithinCombatRange(me->getVictim(), m_minRange)))
        return false;
    return true;
}

void TurretAI::AttackStart(Unit *who)
{
    if (who)
        me->Attack(who, false);
}

void TurretAI::UpdateAI(const uint32 /*diff*/)
{
    if (!UpdateVictim())
        return;

    DoSpellAttackIfReady(me->m_spells[0]);
}

//////////////
//AOEAI
//////////////

AOEAI::AOEAI(Creature *c) : CreatureAI(c)
{
    if (!me->m_spells[0])
        sLog.outError("AOEAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());

    me->SetVisible(true);//visible to see all spell anims
    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted
    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged
    me->SetDisplayId(11686);//invisible model,around a size of a player
}

bool AOEAI::CanAIAttack(const Unit * /*who*/) const
{
    return false;
}

void AOEAI::AttackStart(Unit * /*who*/) { }

void AOEAI::UpdateAI(const uint32 /*diff*/)
{
    if (!me->HasAura(me->m_spells[0]))
        me->CastSpell(me, me->m_spells[0],false);
}

//////////////
//VehicleAI
//////////////

VehicleAI::VehicleAI(Creature *c) : CreatureAI(c), m_vehicle(c->GetVehicleKit()), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
{
    LoadConditions();
    m_DoDismiss = false;
    m_DismissTimer = VEHICLE_DISMISS_TIME;
}

//NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted
void VehicleAI::UpdateAI(const uint32 diff)
{
    CheckConditions(diff);

    if (m_DoDismiss)
    {
        if (m_DismissTimer < diff)
        {
            m_DoDismiss = false;
            me->SetVisible(false);
            me->ForcedDespawn();
        }else m_DismissTimer -= diff;
    }
}

void VehicleAI::Reset()
{
    me->SetVisible(true);

    m_vehicle->Reset();
}

void VehicleAI::OnCharmed(bool apply)
{
    if (m_IsVehicleInUse && !apply && !conditions.empty())//was used and has conditions
    {
        m_DoDismiss = true;//needs reset
        me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
        me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
    }
    else if (apply)
        m_DoDismiss = false;//in use again
    m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
    m_IsVehicleInUse = apply;
}

void VehicleAI::LoadConditions()
{
    conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
    if (!conditions.empty())
    {
        sLog.outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
    }
}

void VehicleAI::CheckConditions(const uint32 diff)
{
    if (m_ConditionsTimer < diff)
    {
        if (!conditions.empty())
        {
            for (SeatMap::iterator itr = m_vehicle->m_Seats.begin(); itr != m_vehicle->m_Seats.end(); ++itr)
                if (Unit *passenger = itr->second.passenger)
                {
                    if (Player* plr = passenger->ToPlayer())
                    {
                        if (!sConditionMgr.IsPlayerMeetToConditions(plr, conditions))
                        {
                            plr->ExitVehicle();
                            return;//check other pessanger in next tick
                        }
                    }
                }
        }
        m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
    } else m_ConditionsTimer -= diff;
}
